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4:00 pm, September 30, 2013
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[Guide] Damaging Tequatl Guide By The Gates Assassin

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This is not MY guide its The Great Assassins Guide off the GW2 forums i think it will be helpful so i am posting it here

This guide has one purpose: To teach people how to damage a world boss. This is nothing new, but there are some Tequatl specific stuff I noticed at the bottom:

Damaging Tequatl Guide

The best skills for this fight are ones that fit some of these criteria:
  • Skills that pulse in a field (He cant move, so he has to take the full damage)
  • Skills that can hit multiple parts of him (He has multiple places you can hit him, if you can hit more than one, your skill becomes twice as powerful).

    • AoE
    • Piercing
  • Skills the rely on power damage
  • Skills that deal more damage when the target is suffering from a condition (He always has all conditions on him)

Engineer
  • Freeze Grenade
  • Grenade Barrage

Grenades are the way to go for engineer. What else is new?

Elementalist
  • Meteor Shower
  • Fiery Rush (Fiery Greatsword)
  • Flame Wave (Fiery Greatsword)
  • Ice Bow

All of these can and should be brought on an ele. Dont target Tequatl and use Fiery Rush through him to deal crazy amounts of damage to him. When the elite is on recharge, hit him with ice bow and then switch to staff. This is the best damage against a world boss in the game.

Necromancer
  • Life Transfer
  • Well of Corruption
  • Well of Suffering
  • Deathly Claws (Lich Form)

Very possible to bring all of these. Good placement could have the wells tick double.

Guardian
  • Whirling Wrath (Careful with this one)
  • Symbol of Wrath
  • Smite

Smite is the safest and best way to deal damage.

Warrior
  • Hundred Blades
  • Whirlwind Attack
  • Arcing Arrow
  • Hammer Shock
  • Rifle Skills with Crack Shot trait (This makes all rifle skills pierce. **** shot gogo!)
  • Whirling Axe
  • Tremor

Rifle with piercing and a longbow seem like the way to go here.

Mesmer
  • Mind Wrack
  • Phantasmal Berserker
  • Chaos Storm
  • Illusionary Duelist

Make sure you have Signet of Illusions if you are going for Tequatl. That shockwave hits like a truck! The faster you can put out Illusionary Duelists, the better, so all recharge traits help.

Ranger
  • Barrage (Careful!)
  • Longbow and Shortbow with Piercing Arrows trait
  • Split Blade
  • Any Drake Pet

Drake + longbow + shortbow and stick to the side of him so the piercing works.

Thief
  • Cluster Bomb
  • Trick Shot
  • Pistols With Bouncing Trait

Spam it!

Charr
  • Artillery Barrage
  • Fire Rocket Barrage

In case you dont have a good AoE on your class coughmesmerscough. I assume well be seeing a lot of the ever so commoncharr mesmer.

To me, these are the damage kings:
  • Elementalist


  • Warrior


  • Ranger


  • Thief


  • Engineer


  • Necromancer


  • Guardian


  • Mesmer

Doing Melee Damage

Despite what people say about melee, you can definitely melee this guy. You need to pick your moments, but theres a few that I noticed:
  • When Tequatl pulls his hands back to summon the fingers, hes not going to shockwave for a bit. Totally open.
  • When Tequatl is fearing everyone, pop stability and wreck his dirty kitten .
  • Just after Tequatl finishes shockwave, he doesnt attack as much.

If you pay attention to when he goes for the slam on shockwave, you can EASILY dodge or jump it. I suggest dodging as its much more consistent.

The best place to do melee damage to him was his front left foot I found. Theres a little island that it is on and you can even clearly see the red circles there.

Tarnished Coast got him to 10% today. LETS **** THIS TACO TONIGHT




Other Things to do and not to do During this fight

Unfortunately, due to how long it takes to rez defeated players when youre combat-locked, its just not viable to rez defeated players. You lose critical damage and risk dying yourself.

That is an unfortunate side-effect of the downed/defeated system. Downed = rez if at all possible. Defeated = dont risk it. Until they change that system, thats how itll be played.

Running zerkers gear is pointless to a point Unless your killing Adds cuas you cant crit on tequatle withs tones and tone of people in the area Bring Skills like Battle standered and Natures renewal Help out alot.






Please post tactics (not sarcasm) for Tequatl below:

For Everyone

- If you die, use a WP and get back. Staying dead scales up the event even though you are not participating.

- From ANET (Crystal Reid.2481)



Stacks of Hardened Scales do not reduce incoming damage. It is just a complete invulnerability at 20 stacks until the Bone Walls are ******.



- Use Sigil/Powerful Potion of Undead Slaying for 10% more damage against him and 10% less damage taken.



- Tequatl cannot be Critically Hit, so if youre devoted to attacking him use Power gear primarily. Soldiers or Carrion is perfectly fine and pretty safe for learning.





Berserker/Melee Tips
  • If pure melee, try to remove poison fingers. They cause high damage to those on turrets

Turret Tips

1) All turret people need to be in a party who has the dragon as its marked target, keeping that thing targeted with so much else going on was impossible on my own, and I missed many shots with skill #2.

2) Each turret needs to support the others with skill #3 (this clears the poison field and will save the zerg, more on that later)


3) The zerg stands clumped in front of the turrets and not at the dragons feet, this allows turret skills 3-5 to be targeted easily, and in the picture, all 3 turrets get to combine the firing of these buffs, it also allows easy aoe heals, condition removals and rez (think Alpha of CoE 2 & 3)

4) The zergs #1 priority is defending those turrets, clearing out mobs and fingers, when this is satisfactory they can turn and range (only) the dragon. thanks to I
nimicus.7162



Turrets (thanks to Broadicea.8294)

-1 Stake Thrower Fires a stake, 1s recharge.

-2 Scale Penetration Reduces his armor, 12s recharge (important for ensuring walls stay down and dont interfere with DPS)

-3 Poison Cleanse (aoe) 5s recharge

-4 Hylek Elixir (aoe) pulses 1 stack might, fury, and quickness once per second for 8 seconds. 15s recharge (EXTREMELY useful for increasing DPS)

-5 Hylek Salve Protection, Regen, Vigor, 5.5s ,15s recharge



Also if you have grievers on turrets let the mobs **** them then take the turrets from them they cant survive just sitting on it they also will not sit on it the whol fight with out at least dieing once.





Items That will help boost your DPS

Do they all stack?

Couldnt find it on the wiki.

They would boost the dmg a lot and make the event much easier.


Bowl of Seaweed Salad

60% chance to gain Swiftness.png Swiftness (10s) when you **** a foe

+10% damage while moving

+10 Experience from kills


Powerful Potion of Undead Slaying

+10% damage vs undead

-10% damage from undead

+10 Experience from kills


Superior Sigil of Undead Slaying

+10% Damage vs. Undead

Superior Sigil of Force

+5% Damage Damage

Strength Booster

Double-click to consume to gain a buff that increases your damage by 5% for one hour.



Armor sets That are needed Are:

PVT:POWER is probably the best for whatever teams are dpsing him directly. So, believe it or not, PVT is probably best for the zergs going in to fight him head on.



BERSERKER/VALK/ASSASSINS: If youre defending the turrets Id bring much more, assassins/valk/zerk. **** ANY THING ATTACKING TURRET USERS as fast as possible considering how we cant crit Tequatl fighting him head on in this is suicidal.



SHAMANS/GIVERS/SENTINELS: If youre rezing or are on a turret helping the melee attacks and removing scale buffs. Givers helps boost the length of buffs and the tougness will make you more resistant to dps Vitality gear also give you some protection against condition draining your health.

References



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